The Harrowed Halls of Duhn Korinth

Game Synopsis:

The heroes return to the village Taureen with the giant spider’s head in tow. After a heartfelt cheer for the group, the village is a buzz with feast preparations while Jik’Harra discovers that their pay has been accepted by another. Confronting the would-be money swindler, the entire party is challenged to a duel in turn.

The first duel, between Jik’Harra and F’resk F’rel, is called to the first blood and is finished before it begins. Moving with blinding speed, F’resk’s blade cuts Jik’Harra on his left cheek and drawing blood. The second duel, against Rok the warrior, proves more difficult for F’resk. Rok launches a crushing first blow wound F’resk and setting the tone for the fight. Having called to the second blood, the duel would only end if one of the combatants surrendered. After a lengthy pairing of weapons, the duel ended with Rok unconscious and F’resk severely winded. Tianna conceded her duel in order to tend to the obsidiman.

With the matter settled, Renny the Stalwart attempted to recoup the parties losses, but finds the rooms the other group purchased for the night to be empty. Meanwhile, the Kronan, Thelan and Beograd catch up with the party. Renny is reunited with the Galea, the young dwarf from Lang, and the group meets Netherwind, a journeying nethermancer.

The Keys of Death, a well known cult, make an attempt on Jik’Harra’s life. Fortunately, the town folk have meager magic to counter act poisons and Jik’Harra is only bed ridden for half a day. Rok awakens the next morning amidst the adventurers that swindled them out of their gold. To his dismay, one of their numbers is tempering his axe and, aside from the ork, the other members of the troupe seem amiable.

While waiting for his axe to be finished, Rok began training with Beograd. Jik’Harra asks F’resk to teach, but the t’skrang only agrees after Renny swears a blood peace with him. Jik’Harra pays Renny 50 silver, and begins training with F’resk. Renny discover the location of the Hidden Vale and makes travel plans with Netherwind in hopes of finding the Lost Monastery of the obsidimen.

Jik’Harra convinces a local, the young dwarf meepo who showed them the way to the spider’s lair, to join the group in their quest. Eleven companions set out for the Hidden Vale under the new name of ‘The Last Circle’. After 6 days of arduous travel through the deadly mountains passes, the Last Circle discovers a fertile valley marked by two stone sentinels of dwarven warriors. The company finds the village of New Huron hastily building defenses for the coming of Horrors.

Vowing to rid the valley of these vile creatures, the Last Circle travels to the ruined tower of Gtark Kordon. Kronan, Beograd, Daku Wan, and Thelan stay behind to help the village build their defenses. In the tower, Jik’Harra falls to cadavermen while Renny draws the undead away from the mages with an impressive array of acrobatic maneuvers.

Game Synopsis:

Leaving Beograd, Thelan, and Kronan in the village to assist the villagers in rebuilding of the village Lang, the travelers eight set off into the hills to find the lost monastery of the obsidimen. After five days of travel, the travelers discover the village of Taureen, beset by an evil to the north of their village. Taking the task of dispatching this evil, the group learns the location of the creature’s lair. The village elder Garveus, tells the would-be heroes that the creatures lair is located to the north in the Dark Heart of the Woods.

After arriving in at the forest, the party realizes that the woods were referenced because of the
massive spider webbing that blocks out the sun. Traveling to the center of the lair, the party confronts the evil of the wood, a pair of horror constructs called Jehuthra. The party is separated and forced to fight the vile beasts in two groups. Before they are able to vanquish their foes, Remmy falls to the Jehuthra’s attacks, and Daku wan passes out from the strain of his wounds… but not before delivering the killing blow to one of the Jehuthra.

Afterwards the party binds the wounds of their fallen and searches the main chamber for treasure. Amidst the carpaces, bones and webbings the party discovers a number of coins. Tiana discovers an ornate dagger while Jik’Harra finds a strange axe with three heads.

Amongst their search Rok discovers a number of trees that appear to be made from ash, held together from the webbing around them. Searching the floor, he notices the earth has been scorched, as if by large foot steps.

Items Gained:

46 Silver
Ornate dagger (Tiana)
3 Headed axe (Jik’Harra)
rusty suit of chain armor
2 suits of decaying leather armor
breast plate in good condition with an unrecognisable emblem on the front
a few broken and rusted swords
a helmet with a large dent
A book half eaten from decay

Game Synopsis:

After dressing their wounds, the party discovers one of the lightning lizards previous victims still breathing. They discover some silver on the dead bodies and Rok discovers an ornate sword and wrist band. Jik’Harra sets the dead bodies aflame, and the resulting fire catches the woods on fire. Rushing back to the tributary, Daku Wan notices a strange occurrence, a line of fire instantly alights the woods on fire, travelling faster than anything natural. Warning the group, Daku Wan flies to confront the new threat.

The band tries to escape the fire but soon realizes that they are being boxed in. After some
debate, the party dives into the river and hopes the current will carry them away from the blaze. Daku Wan confronts the horror causing the fire, a 12 foot tall troll composed of bunt blacken flesh. Bright red veins of molten lava criss cross its skin and tentacles for arms instantly ignite anything they touch. As the horror draws near, the shear heat of its being burns Daku Wan hair and flesh causing him to close his to protect his eyes. He strikes blindly at the horror, before retreating to the skies in order to protect his delicate windling wings.

The party travels down the river, Jik’harra quickly swimming between the group making sure none drowns. Floating with the current, the party wait until the sun is low in the sky before making camp. Daku Wan rejoins the group and discuses the Horror with Rok, but neither can think of the horrors name. The group settles down for a restless sleep and then awakens the next morning and travel to the site of the fire. At the site, the party discovers the trees the horror touched were instantly burned; they still stood as trees of solid ash.

Travelling north, the party comes across the village of Lang, smouldering after an attack. As the party searches, it appears that the village had been abandoned. The village empty except for a few dead dwarfs the party discovers a pipe in the ground that appears to be a chimney of sorts. They also discover Darron was missing. After several attempts to clog the pipe, the party is surprised by the sudden rise of the dead dwarfs. After a quick fight, the party burns the bodies to prevent them from rising again. Jik’Harra discovers a door to the cellar where the village has hid. The party manages to reassure the villagers that they had come with Darron, the dwarf merchant. During the conversation, the village is attacked by obsidimen that appear corrupted by some horror.

After dispatching the corrupted obsidiman, the party learns of a lost monastery from before the scourge that was near an obsidiman life rock. After healing for a few days and meditating on what they have learned, the party decides to travel north in search of the monastery.

Legend Points Awarded

Group:

Individual:

Game Synopsis:

In the village Tanatos, located high on the east slope of the Throalic Mountains, four of the locals meet with three strangers and form an adventuring group. Agreeing to accompany Darron, a merchant from Bartertown, the group journeys to Darron’s home village of Lang to find out why Darron’s previous Currier have not returned.

On the way down the mountain, the party hides from the voracious espagra circle the skies, and arrive at the bank of the great Serpent River. After resting the night, Jik’Harra the swordmaster finds his wine is replaced with water. He looses a duel to the Dread Pirate Dalamar and wins passage aboard the river boat. Renny shows unusual bravery swinging over the river on t’skrang ropes.

Arriving at the road leading to the village from the tributary, the party encounters 3 lighting
lizards which results in the death of Jik’Harra the swordmaster, and the unconsciousness of Thalen the scout and Rok the Warrior.